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Jiggy wrote:Stuff and thingsAt the end of the day, nothing I suggest is going to be perfect. It also appears you and I hold very different views regarding the strength of an immediate action counterspell. That's all fine though. I am just unsure of what I can say further at this point to convince you of my point of view.
Actually, I think we agree on its power. I think we disagree on how big of an issue that power is.
I certainly agree that a one BBEG fight is rough to impossible to pull off for most. But even on SoD spells, few things are as absolute and frustrating (not to mention boring) as getting counterspelled at every turn.
The party's martials might disagree with you there; when the caster ends the single-BBEG fight with a SoD, they don't get to play. When the arcanist goes all-counter, the martials get to be involved in a decidedly team-like fashion.
This seems okay to me.
But regardless! So far we've discussed how a counterspell-focused arcanist fares against an all-I-do-is-cast wizard BBEG. What about other types of encounters?

>tfw_no_pf |
So why are we talking about martial vs caster, BBEGs or SoD spells? Shouldn't we be talking about the Arcanist?
To that end, I've got to say I don't really want the class to be any more MAD than it already is. Sure most of its class features only rely on one stat (INT) but as Excaliburproxy said above, you'll need other stats just to survive. Making the class more MAD just for the sake of it is only going to make them less survivable, which they aren't any good at already.

Amaranthine Witch |

Amaranthine Witch wrote:** spoiler omitted **What you described was not the experience we witnessed. Our GM was well prepared too, as he ran this module for our PFS group some months ago.
** spoiler omitted **...
So, is the problem the immediate action counterspelling, the two staves of the master or the bad tactics by Karzoug? (Hint: it's not the first)

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Lormyr wrote:Amaranthine Witch wrote:** spoiler omitted **What you described was not the experience we witnessed. Our GM was well prepared too, as he ran this module for our PFS group some months ago.
** spoiler omitted **...
So, is the problem the immediate action counterspelling, the two staves of the master or the bad tactics by Karzoug? (Hint: it's not the first)
** spoiler omitted **
The first two, in fact. Staff of the master is also a crazy item.
Out of curiosity, what tactics might you have tried instead? Karzoug was pretty well on the ropes out of the gate.

Amaranthine Witch |
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Karzoug should be aware of the PCs tactics. If he faces a known and effective counterspeller (or a dedicated counterspeller) he should use tactics other than the default (I won't go over it now because I have to study for an Anatomy test).
EDIT:
It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.
I hadn't noticed. So, a broken item, illegal actions and poor tactics. I don't think this is a good indicator of what the exploit is like.

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It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.
This is what I popped in to say. An immediate action consumes your swift action for the next turn. The arcanist should've been deadlocked in any round where he had to use his standard action to ready an Greater Dispel and his swift had been burned the round before as an immediate action counterspell.

andreww |
There's also the fact that the initial wish that removed the minions should have failed due to specifying an illegal target - the involuntary move option of wish is limited to the same plane, and the Eye is a demiplane that doesn't actually have a sun.
No, it isn't.
Transport travelers. A wish can lift one creature per caster level from anywhere on ANY plane and place those creatures anywhere else on ANY plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You can move them from any plane to any plane, including but not limited to the one you start on.

andreww |
1 person marked this as FAQ candidate. |
OK, lets try and divert people from arguing about Immediate Action counterspells and instead talk about Samsarans Mystic Past Life ability. This allows you to add 1+Int modifier spells to your spells known. As we know from the Arcanist spells feature this actually increases the number of spells you can prepare. So, some initial questions:
1. Do you have to actually select the spells and then stick with them. The text in the class spells entry is not clear if these simply become extra preparation slots or they would be fixed. I really hope it is the latter for any sense of sanity to remain.
2. You have to pick spells of the same type which means plundering the Bard, Summoner and Witch lost. Again for the sake of sanity lets assume that you cannot cheat out early access spells (e.g. the Summoners 4th level Teleport spell).
3. Assume you are in a PFS game or other campaign which will not last much past level 12. Which 6 spells will you choose?
For me I would be looking at:
Bard Spells
Acute Senses (Bard 2, enormous Perception bonuses)
Ancestral Communion (Bard 2, crush those Knowledge checks)
Delay Poison (Bard 2, immunity is nice, your Fortitude is weak)
Honeyed Tongue (Bard 2, you dumped Cha but still manage Diplomacy checks)
Glibness (Bard 3, crush Bluff checks, did I mention dumping Cha?)
Good Hope (Bard 3, nice group buff)
Freedom of Movement (Bard 4, grapples suck and Dimensional Slide doesn't help)
Bard's Escape (Bard 5, nice evacuation or tactical spell, group can be spread out)
Brilliant Inspiration (Bard 6, strong buff, give to your favourite machine gun archer)
Find the Path (Bard 6, potent Divination)
Witch Spells:
Find Traps (Witch 2, not sure why but hey you never know)
Glyph of Warding (Witch 3, you want something to protect your spellbook which isn't Explosive Runes!)
Speak with Dead (Witch 3, really handy Divination)
Divination (Witch 4, cleric extra planar divinations are really just more reliable than arcane ones)
Reincarnate (Witch 5, who doesn't enjoy turning their fallen companions into Troglodyte's!)
Raise Dead (Witch 6, risk of Troglodyte is funnier!)I know I said stop at 6 but I would be really tempted to stick Heal on as a level 7 spell if I thought the game might go that far.
If forced to only pick 6 I would probably go for:
Acute Senses
Speak with Dead
Good Hope
Glibness
Freedom of Movement
Bard's Escape
Hmm, forgot that the Magus has its own list as well.

Excaliburproxy |

Excaliburproxy wrote:then a cleric who intends to channel must be horribly MAD as well, yeah there's no way that could work.Ruggs wrote:Just popping in here to second the Charisma focus that's been mentioned in previous posts. Yes, please, tie more of their DCs into Charisma. Most classes rely on two stats or so, and this would add both a little balance and flavor out of the gate.
In fact, if I had only one vote for a feature, it would pretty much be that.
You are literally the Devil. They will need con and dex to survive too, and they are balanced without having a multiple ability dependence problem.
At no point in time (save for the mythical level 20) can they ready more than two of their highest level spells, people. 2!
For reference: that is the number that comes after 1 (the smallest positive integer).
They are weak and all this MAD will kill them forever.
This guy knows. Most viable Cleric builds just don't care about charisma because that is such a small part of their efficacy, but the arcanist's exploits are a MAJOR power source. Moreover, Clerics get medium armor and thus can largely ignore the need for dexterity. The arcanist has no such luxury.
Saying that makes me want an exploit that lets arcanists cast in armor (but I understand why other people would not like that).

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It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.
Good catch Shisumo. I'm amazed none of us were aware of this fact. Out of curiosity I glanced back at 3.5 material too and seems it functioned that way in that edition as well. Color me embarrassed for missing that for 10 years.
As andreww pointed out though, the wish use was perfectly legitimate (if total wish cheese).
In light of the swift/immediate action revelation, I am less concerned about the counterspell exploit. I still think it's incredibly strong and difficult to balance in a caster vs. caster sense, but if you were to limit it to a few times per day (perhaps on a scale akin to the counterspell school) and forbid it functioning with Parry Spell, I would withdraw my complaint.

Robert A Matthews |

It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.
I especially enjoyed the part of his theory crafted encounter where there is no mention of spell resistance and every one of his spells goes off. And his Mage's Disjunction didn't destroy any artifacts and make him lose all spellcasting abilities.

Excaliburproxy |

OK, lets try and divert people from arguing about Immediate Action counterspells and instead talk about Samsarans Mystic Past Life ability. This allows you to add 1+Int modifier spells to your spells known. As we know from the Arcanist spells feature this actually increases the number of spells you can prepare. So, some initial questions:
1. Do you have to actually select the spells and then stick with them. The text in the class spells entry is not clear if these simply become extra preparation slots or they would be fixed. I really hope it is the latter for any sense of sanity to remain.
2. You have to pick spells of the same type which means plundering the Bard, Summoner and Witch lost. Again for the sake of sanity lets assume that you cannot cheat out early access spells (e.g. the Summoners 4th level Teleport spell).
3. Assume you are in a PFS game or other campaign which will not last much past level 12. Which 6 spells will you choose?
For me I would be looking at:
Quote:...Bard Spells
Acute Senses (Bard 2, enormous Perception bonuses)
Ancestral Communion (Bard 2, crush those Knowledge checks)
Delay Poison (Bard 2, immunity is nice, your Fortitude is weak)
Honeyed Tongue (Bard 2, you dumped Cha but still manage Diplomacy checks)
Glibness (Bard 3, crush Bluff checks, did I mention dumping Cha?)
Good Hope (Bard 3, nice group buff)
Freedom of Movement (Bard 4, grapples suck and Dimensional Slide doesn't help)
Bard's Escape (Bard 5, nice evacuation or tactical spell, group can be spread out)
Brilliant Inspiration (Bard 6, strong buff, give to your favourite machine gun archer)
Find the Path (Bard 6, potent Divination)Quote:Witch Spells:
Find Traps (Witch 2, not sure why but hey you never know)
Glyph of Warding (Witch 3, you want something to protect your spellbook which isn't Explosive Runes!)
Speak with Dead (Witch 3, really handy Divination)
Divination (Witch 4, cleric extra planar divinations are really just more reliable than arcane
I am really petitioning for more power for the arcanist, but even I am thinking that this exact wording might have to go. Really, I think giving the arcanist extra slots should maybe require its own feat(s).
Orrrrrr Feats and abilities that grant the arcanist extra spells essentially gives the arcanist spells known as a sorcerer has. Like: you are just treated as having readied haste every day in addition to the flexible spells you have receive from being an arcanist of your level.

Davick |

OK, lets try and divert people from arguing about Immediate Action counterspells and instead talk about Samsarans Mystic Past Life ability. This allows you to add 1+Int modifier spells to your spells known. As we know from the Arcanist spells feature this actually increases the number of spells you can prepare. So, some initial questions:
1. Do you have to actually select the spells and then stick with them. The text in the class spells entry is not clear if these simply become extra preparation slots or they would be fixed. I really hope it is the latter for any sense of sanity to remain.
2. You have to pick spells of the same type which means plundering the Bard, Summoner and Witch lost. Again for the sake of sanity lets assume that you cannot cheat out early access spells (e.g. the Summoners 4th level Teleport spell).
3. Assume you are in a PFS game or other campaign which will not last much past level 12. Which 6 spells will you choose?
For me I would be looking at:
Quote:Bard Spells
Acute Senses (Bard 2, enormous Perception bonuses)
Ancestral Communion (Bard 2, crush those Knowledge checks)
Delay Poison (Bard 2, immunity is nice, your Fortitude is weak)
Honeyed Tongue (Bard 2, you dumped Cha but still manage Diplomacy checks)
Glibness (Bard 3, crush Bluff checks, did I mention dumping Cha?)
Good Hope (Bard 3, nice group buff)
Freedom of Movement (Bard 4, grapples suck and Dimensional Slide doesn't help)
Bard's Escape (Bard 5, nice evacuation or tactical spell, group can be spread out)
Brilliant Inspiration (Bard 6, strong buff, give to your favourite machine gun archer)
Find the Path (Bard 6, potent Divination)Quote:...Witch Spells:
Find Traps (Witch 2, not sure why but hey you never know)
Glyph of Warding (Witch 3, you want something to protect your spellbook which isn't Explosive Runes!)
Speak with Dead (Witch 3, really handy Divination)
Divination (Witch 4, cleric extra planar divinations are really just more reliable than arcane
Past life doesn't work that wat, it just puts spells on the list.

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I especially enjoyed the part of his theory crafted encounter where there is no mention of spell resistance and every one of his spells goes off. And his Mage's Disjunction didn't destroy any artifacts and make him lose all spellcasting abilities.
The Arcanist's spell penetration was +25, so sufficient enough to waive need to roll against those particular adversaries since a 1 is only auto fail for attacks and saves. I believe Karzoug had the highest SR at 24 if memory serves?
As for the "theory crafted" encounter, percentiles were rolled for the artifacts. I can't recall exactly how many rolls were made, but I want to say it was two or three at 19% chance, and none of them exploded. The Arcanist's Will save was +23, so the chances of having lost spellcasting had he disjoined one would have been minimal.

andreww |
You do have the whole Swift/Immediate action combination issue which is a significant problem though.
Of course all that would have happened is the Arcanist sits back and counters everything the enemy caster does while the rest of the party demolish him.
Even if he has flunkies they aren't likely to be all that dangerous given the caster will need to make up much of the encounter budget if you want to make them remotely dangerous.

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Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.

Excaliburproxy |

Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.
Doesn't Karzoug have a quicken rod? Doesn't that mean he has two spells a round, of which the Arcanist can only block 1?

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Lormyr wrote:Doesn't Karzoug have a quicken rod? Doesn't that mean he has two spells a round, of which the Arcanist can only block 1?Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.
The playtested arcanist was using a readied an action to counterspell (using greater dispel magic) and also using the counterspell exploit. So the arcanist had two counter actions available to offset Karzoug's two casting actions.

Tels |

Lormyr wrote:Doesn't Karzoug have a quicken rod? Doesn't that mean he has two spells a round, of which the Arcanist can only block 1?Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.
Readied Action Greater Dispel to counter spell plus an Immediate action Counter Spell Exploit means an Arcanist can counter 2 spells a round. With Spell Parry, countered spells are inflicted on the original caster.

Ambrosia Slaad |
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Evan Tarlton wrote:Where does the Witch fit? I'm thinking something like "the really smart homeschooled person who might not have gotten the full breadth of education like the others but who has picked up a few things that aren't even on their radar."<cue Van Halen's 'Hot For Teacher'>
"I loved my schooldays. My teacher was a FOX!"
{slaps "Hello, My Name is Antigone" sticker on blouse} Oh, Oedipus! {cue sitcom canned laughter}
{shoots spitball at Polynices}

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Excaliburproxy wrote:Readied Action Greater Dispel to counter spell plus an Immediate action Counter Spell Exploit means an Arcanist can counter 2 spells a round. With Spell Parry, countered spells are inflicted on the original caster.Lormyr wrote:Doesn't Karzoug have a quicken rod? Doesn't that mean he has two spells a round, of which the Arcanist can only block 1?Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.
Which is not to say there weren't other issues with the playtest. In addition to the immediate/swift action and immunity to feeblemind issues noted before, there's the very real problem of artifact-level ioun stones being suppressed by a mage's disjunction - and considering the things those ioun stones affected, it's another pretty serious flaw with the scenario as presented.
That said, fundamentally it still demonstrates that a hard-core, specc'd-for-the-purpose, capable-of-casting-equal-level-spells counterspeller can seriously mess up an enemy caster. At best, it seems likely that such an arcanist could completely neutralize a similarly-leveled caster with relative impunity, allowing the rest of the party to tear them to shreds. How much of an issue the design team thinks this is we will know when the book comes out, I suppose.

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there's the very real problem of artifact-level ioun stones being suppressed by a mage's disjunction - and considering the things those ioun stones affected, it's another pretty serious flaw with the scenario as presented.
Seeker of Secrets clarifies that such ioun stones are, in fact, not artifacts. They bear a caster level of 12th just like all the others, requirements to create them, as well as market price (24k each for the staking stat stones for example). Of course if one was not familiar with that book, then they'd never know that, so it's a valid concern to raise.

Scavion |

Indeed. I was only responding to the specific points Robert made.
Our Arcanist was intent on toying with Karzoug. Had we known of the immediate action issue, I am sure he wouldn't have tried to play around with him. However you choose to look at what transpired (whether focusing on the action economy error, or otherwise) it should still be rather apparent the potential for Arcanist hard counterspell shutdown. Whether that is a matter for concern or not is up to personal interpretation.
I suppose had it been me, I wouldn't have worried about his flunkies and just slapped him with a persistent disjunction to debuff his spells and hopefully wreck his gear, then let Parry Spell do the work from there while the party cleaned up.
This is looking like a highly optimized caster defeated a set in stone caster that is clearly unoptimized. Not that surprising. The Runelords all have very useless feats.
As Karzoug observes the entire adventure, surely he could see what a nuisance and arrogant caster the Arcanist was. Thus he could have hid and readied an action as soon as the Arcanist steps into the Eye of Avarice with a Heightened Baleful Polymorph. Surprised and flatfooted can't counterspell save or lose. Or a readied action Time Stop.

mplindustries |
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Am I the only one okay ith this idea of an Arcanist dominating the caster vs. caster arrangement. As it stands it feels more like a Mutually Assured Destruction strategy between casters. You can't counter one another effectively so you hurl spells at one another until something sticks....
I'm also totally fine with Arcanists canceling spellcasters--in fact, that's the aspect of them I like best and the main reason I'd want to play one.
Maybe Spell Parry shouldn't work with the exploit. Maybe, more likely, people who want climatic final showdowns should probably play lower level games. ;)
I don't know, coming from someone who generally hates spellcasters, the Arcanist has me genuinely excited and I'd consider that a win--I was pretty down on the ACG until this revision. Nothing else grabs me and I'm actively frustrated with the state of a few classes (*cough* Hunter Warpriest *cough*), so this is a nice turn of events.

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Lormyr wrote:2). Immediate action counterspells, effectively at will. I probably sound like a broken record, but that is incredibly strong. Arcanists will effectively dominate any caster vs. caster encounter if this makes it to play. Sometime later when I have time, I will tell the story of how our 18th level playtest went with our Arcanist vs. Karzoug in Rise of the Runelords.I guess I'm missing something, because I don't understand how the Counterspell exploit is overpowered.
First, you have to successfully ID the spell. Yes, this is eventually guaranteed, but not until several levels in. At lower levels, it's hit-and-miss.
Once you ID it, you have to spend both a point AND a spell of sufficient level. Doesn't that make the lower spells per day a bit of an issue?
After you've paid your cost, you then have to make a dispel check, with a DC of 11+CL. Given that the enemy probably has a
comparablehigher CL to your own, you're looking at about a50/5040/60 if you're lucky shot of success.Sorry, but this doesn't look that strong to me. What am I missing?
Fixed that for you. All that the Arcanist does with his counterspelling abilities is take possibly the worst system in the game and the biggest waste of a turn available and turn it into something remotely feasible. This is probably the one thing I don't want them to change about the class, unless it's to improve the ability and make it more efficient and likely to succeed.
Characters will rarely fight casters who are the same level as them. IN most APs, modules, scenarios and even homebrews, the BBEG isn't going to be a necromancer who went to school with the party's evoker, he's going to be a spellcaster with years more experience and power (i.e. more experience and more levels). That's just a basic assumption of the CR system that encounters are built around. Most casters will be at least a level above the party, potentially several levels higher. Creating a class that had the potential to have a fighting chance at counter-spelling was one of the best things Paizo has done with this playtest/product.
Davick |

Jiggy wrote:Lormyr wrote:2). Immediate action counterspells, effectively at will. I probably sound like a broken record, but that is incredibly strong. Arcanists will effectively dominate any caster vs. caster encounter if this makes it to play. Sometime later when I have time, I will tell the story of how our 18th level playtest went with our Arcanist vs. Karzoug in Rise of the Runelords.I guess I'm missing something, because I don't understand how the Counterspell exploit is overpowered.
First, you have to successfully ID the spell. Yes, this is eventually guaranteed, but not until several levels in. At lower levels, it's hit-and-miss.
Once you ID it, you have to spend both a point AND a spell of sufficient level. Doesn't that make the lower spells per day a bit of an issue?
After you've paid your cost, you then have to make a dispel check, with a DC of 11+CL. Given that the enemy probably has a
comparablehigher CL to your own, you're looking at about a50/5040/60 if you're lucky shot of success.Sorry, but this doesn't look that strong to me. What am I missing?
Fixed that for you. All that the Arcanist does with his counterspelling abilities is take possibly the worst system in the game and the biggest waste of a turn available and turn it into something remotely feasible. This is probably the one thing I don't want them to change about the class, unless it's to improve the ability and make it more efficient and likely to succeed.
Characters will rarely fight casters who are the same level as them. IN most APs, modules, scenarios and even homebrews, the BBEG isn't going to be a necromancer who went to school with the party's evoker, he's going to be a spellcaster with years more experience and power (i.e. more experience and more levels). That's just a basic assumption of the CR system that encounters are built around. Most casters will be at least a level above the party, potentially several levels higher. Creating a...
I specifically called it out on the survey as the one thing that doesn't need to change. Anyone who thinks counter spelling as an immediate is too good, I'd like to hear their opinions on how good it should be. Because, as a readied action, it's useless.

Drachasor |
Drachasor wrote:Why would it encourage interparty conflict any more than any other magic item would? If the party's loot rules decide that an arcanist is awarded a potion of a level 3 spell, what do they care what he does with it? He can drink it or he can use it for his arcane reservoir, why would they care?Excaliburproxy wrote:Well, I think it is a sort of cool and thematically appropriate ability to have even if it is situational.
Perhaps we should not complain about it overmuch and just not consider it a huge factor in how the arcanist balances with other classes.
But if you are worried that it is too weak to ever choose then I guess it is just like the blasts in that regard.
It's not just too weak to ever choose.
1. It's very expensive for a tiny bit of benefit.
2. It encourages inter-party conflict. One that has permanent consequences since you can't get destroyed loot back.
3. BUYING RUNESTONES is cheaper in a matter of days. This costs no resources relatively, since you are already spending money either way.
4. It's a trap because it LOOKS like a good idea to some players. This makes the above issues even worse.
In comparison, none of the other weak abilities are nearly as bad. The blasts are far too weak. They don't make conflict, however, and they don't cost money. So I think it is a pretty objective statement to say none of the other abilities are as bad. The worst of the other ones just look attractive to some players and aren't worth the cost. But they don't have the inter-party or economic problems.
Because you are destroying items mid-adventure as a single action. Consumables often have a use within an adventure. And they sell for quite a lot if they aren't used.
My table certainly doesn't discuss equitable consumable splitting mid-adventure. Someone holds it temporarily and we revisit it later or give it to someone if they need it.
It would be one thing if this ability was a good deal. But it isn't. It's a horrible deal.
Drachasor wrote:A regular hot dog from an average vendor that costs $100 dollars is a bad deal. It's absolutely a bad deal.If you've got a wad of $5,000 dollars in your pocket and he's the only source of food and water within 3 days of walking in any direction (and you have no way of calling for help to get to civilization sooner), it's a deal that just might save your life. The hot dog vendor massively overcharging a desperate rich guy is being a bit of a jerk though.
An ability based on that kind of extreme situation is not good for a major level decision.
And let's be honest, this ability is like starving out in the desert, then paying all your money for +2 bonus to find water. It delivers very, very little for the high cost.
At best it will see extreme uses in very, very rare circumstances. But any character would benefit far, far more in the long run by picking another ability (like a metamagic feat if nothing else), and selling such items for Runestones (1st). That gives daily points and they pay for themselves (relative to destroying items) within in a week of usage, if not days.

Craft Cheese |

An ability based on that kind of extreme situation is not good for a major level decision.
And let's be honest, this ability is like starving out in the desert, then paying all your money for +2 bonus to find water. It delivers very, very little for the high cost.
I agree, I just enjoy being an insufferable pedant. IMO, I'd scale the costs and returns appropriately so that 1 reservoir point consistently equals 25 gp, regardless of what item you're consuming. Much more fair.

Robert A Matthews |
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Scroll of a 2nd level spell - 150g
Runestone of Power(1st) - 2000g
Doesn't seem like that big of a problem to me. You can eat 13 scrolls before you would spend the amount of money that a runestone costs. (and you can do it multiple times a day if you need to)
Scroll of a 4th level spell - 700g
Runestone of Power(2nd) - 8000g
Still doesn't seem like that big of a deal. You can eat 11 scrolls before you would spend the amount of money that a runestone costs. (you can still do it multiple times a day when you need to)
Think of it like buying adamantine arrows vs. an adamantine melee weapon. Sure you get infinite uses out of the melee weapon, but you probably won't spend as much on ammunition as the melee weapon would cost in the long run.
This idea you have about Arcanists demanding all the loot is a problem with the player, not with the class. Every group I have played with has had a fair system for distributing loot, usually based on the gold worth of the gear they currently have been given.

Drachasor |
Scroll of a 2nd level spell - 150g
Runestone of Power(1st) - 2000gDoesn't seem like that big of a problem to me. You can eat 13 scrolls before you would spend the amount of money that a runestone costs. (and you can do it multiple times a day if you need to)
13 days passes by very quickly. A Runestone is something you can do at the beginning of every day and have that AR point throughout. This is a very, very big deal when you consider that consuming is a Standard Action. If you decide to hold onto it, you can use it for an extra spell or an AR point, whichever you prefer. So it is more flexible.
Scroll of a 4th level spell - 700g
Runestone of Power(2nd) - 8000gStill doesn't seem like that big of a deal. You can eat 11 scrolls before you would spend the amount of money that a runestone costs. (you can still do it multiple times a day when you need to)
WRONG. You buy two Runestones (1st) for 4000gp. So 5 days the Runestones pay for themselves.
You don't go for a Runestone (2nd) or higher unless you are primarily interested in the Spell Slot.
And scrolls are the CHEAPEST way to do this. Potions and Wands are around twice as expensive.
Think of it like buying adamantine arrows vs. an adamantine melee weapon. Sure you get infinite uses out of the melee weapon, but you probably won't spend as much on ammunition as the melee weapon would cost in the long run.
Except the Adamantine Arrows are for use only against specific monsters and it is clear when they are needed. They provide a big bang for their buck when used.
Using up scrolls or potions or wands is much more expensive, and the proper use is much less clear.
This idea you have about Arcanists demanding all the loot is a problem with the player, not with the class. Every group I have played with has had a fair system for distributing loot, usually based on the gold worth of the gear they currently have been given.
I didn't say they'd "demand all the loot." I am saying the ability encourages the Arcanist player to want to destroy loot. It encourages behavior that is in conflict with the rest of the group. That doesn't mean the player will always give in, but it is the sort of thing that will cause fights.
It's similar, but less extreme, to the 3.5 PrC that had to destroy magic items to maintain their abilities. Might not cause a problem for every group, but it IS encouraging trouble. Similar to that, it's also a really, really bad deal. But a lot of players don't recognize bad deals when they see them. Some do. This increases the chance of needless conflict.
I'm not saying conflict will happen and every arcanist will go crazy destroying magic left and right. I am saying this makes conflict and table unpleasantness more likely. Abilities like that should be avoided without really, really good reason. The fact the boost is relatively small means it definitely isn't a good reason.
I'd rather see an ability that encourages people to work together rather than one that encourages problems. (And again, don't mistake "encourages" for "guarantees").

Robert A Matthews |

And who says you need that extra spell slot/arcane reservoir point every single day? Using consumables is more like pay as you go, whereas the runestone is always there when you need it. Where do you get the idea that having one item that refreshes a spell slot is more flexible than 13 scrolls? That's potentially 13 different spells you have access to. How is one item more flexible than that? You aren't buying the scrolls for the sole purpose of eating them, you just have the extra option if you need to use them for arcane reservoir.

TarkXT |

Scroll of a 2nd level spell - 150g
Runestone of Power(1st) - 2000gDoesn't seem like that big of a problem to me. You can eat 13 scrolls before you would spend the amount of money that a runestone costs. (and you can do it multiple times a day if you need to)
Scroll of a 4th level spell - 700g
Runestone of Power(2nd) - 8000gStill doesn't seem like that big of a deal. You can eat 11 scrolls before you would spend the amount of money that a runestone costs. (you can still do it multiple times a day when you need to)
Think of it like buying adamantine arrows vs. an adamantine melee weapon. Sure you get infinite uses out of the melee weapon, but you probably won't spend as much on ammunition as the melee weapon would cost in the long run.
No, no I don't think that tells half the story.
Bear in mind that as a spellbook using class Arcanists are going to want to do things like use scrolls both as a means to increase their spellbook adn as a means to expand their toolbox of spells per day (infact the arcanist I'm building right now took scribe scroll for this very reason).
And there's also the issue of what you do with these items once you have them. You [i]could[/i[ consume them. But for what? To make a spell more potent? To counterspell a spell later? This leaves you with an odd question, should I burn this useful scroll in order to fuel an ability for later knowing that it will be all but wasted the next day? And the spell you burn now is gone forever likely when you need it too. The runestone option isn't just cheaper in the long run but allows you to be more prepared as well.
Honestly, outside of PFS Scribe Scroll seems like a mandatory feat if you want to use consume magical items with any regularity alongside Hedge Magician and any other ability that allows you to lower the cost. In this way you can more frugally convert scrolls into points and possibly points into spells.

Drachasor |
And who says you need that extra spell slot/arcane reservoir point every single day? Using consumables is more like pay as you go, whereas the runestone is always there when you need it. Where do you get the idea that having one item that refreshes a spell slot is more flexible than 13 scrolls? That's potentially 13 different spells you have access to. How is one item more flexible than that? You aren't buying the scrolls for the sole purpose of eating them, you just have the extra option if you need to use them for arcane reservoir.
The fact you start with so few AR points each day and they have useful uses to increase DCs and modify spells. Half the class is built around the AR and designed with the fact you need to power up your AR pool since it starts far, far below capacity.
The 13 scrolls are useful for available spells only if you don't burn them up for some minor effect that's less powerful than a 2nd level spell and ridiculously expensive to boot. And they ARE less flexible since you often won't know ahead of time if you are going to need another AR point in the next battle. So burning up 150gp or more to have one is very risky. A runestone, on the other hand, is just burning up a daily refreshable resource. It's not nearly as expensive if you make a mistake.
If you aren't planning on having AR points available to be used, then frankly you are playing the Arcanist wrong.

Tels |

On the subject of destroying magical items that the party has...
My GM played D&D from almost the very beginning, and he often tells me stories of games from older editions. One thing he brings up from time to time was Barbarians and magic items.
He told me Barbarians used to destroy magic items for experience points. That they could often cause party conflicts because the Barbarian would need to destroy stuff for that XP. Things like ripping spell books, snapping staffs, smashing potions and burning bundles of wands.
If destroying magical items for personal benefit is such a good idea, why doesn't the Barbarian still have this ability? 0.o

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The Revised Arcanist feels is just like a D&D 4e class.
I'm getting a feeling of deja vu, reading the Exploits. They just feel so much like 4e's powers/spells.
As someone who was introduced to table-top RPG by playing D&D 4ed, I find the Arcanist reminding me of 4e's wizards and sorcerers.
Especially the Arcanist Exploits.
The Arcanist Exploits just feel so familiar, in a "Look! 4e powers are made only for combat" kinda way.
I guess if I ever have to convince any of the 4e players, who played casters in 4e, to come play table top again, I will suggest the Arcanist. It would really help ease them into Pathfinder.

Googleshng |

On the subject of destroying magical items that the party has...
My GM played D&D from almost the very beginning, and he often tells me stories of games from older editions. One thing he brings up from time to time was Barbarians and magic items.
He told me Barbarians used to destroy magic items for experience points. That they could often cause party conflicts because the Barbarian would need to destroy stuff for that XP. Things like ripping spell books, snapping staffs, smashing potions and burning bundles of wands.
If destroying magical items for personal benefit is such a good idea, why doesn't the Barbarian still have this ability? 0.o
Because at some point someone decided you should get all your experience from killing stuff instead of finding stuff. This was the same edition where a thief would grab all the money because 1 coin=3 XP (as opposed to 1 for anyone else).
What we're talking about here is scrolls wands and potions. These are all consumable items, which you are already destroying to get some benefit. It's just that now you have an alternate option on what that benefit is.

Drachasor |
Tels wrote:On the subject of destroying magical items that the party has...
My GM played D&D from almost the very beginning, and he often tells me stories of games from older editions. One thing he brings up from time to time was Barbarians and magic items.
He told me Barbarians used to destroy magic items for experience points. That they could often cause party conflicts because the Barbarian would need to destroy stuff for that XP. Things like ripping spell books, snapping staffs, smashing potions and burning bundles of wands.
If destroying magical items for personal benefit is such a good idea, why doesn't the Barbarian still have this ability? 0.o
Because at some point someone decided you should get all your experience from killing stuff instead of finding stuff. This was the same edition where a thief would grab all the money because 1 coin=3 XP (as opposed to 1 for anyone else).
What we're talking about here is scrolls wands and potions. These are all consumable items, which you are already destroying to get some benefit. It's just that now you have an alternate option on what that benefit is.
An alternative, crappy option, that 95/10 is worse than the alternatives. Level 2 scrolls are the closest thing to ever being worth it -- and even with them it is a tricky proposition. Anything else is much, much better used for the intended purpose or sold to help buy Runestones (1st). Let's remember the class is DESIGNED to need its AR fueled every single day of play.
Well, I will say that later on Staves, since they are rechargeable, could have a place with Consume Item as written. But by then you are getting to the point where you have a lot of better options to get AR points via 11+ exploits.

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I'd like it better if instead of obliterating an item, the Arcanist just "drained it"
Syphon charges off something with charges, or suppress a magic item for X amount of time.
"Oh, we don't need this +2 Dwarven Urgosh! Cause those things are horribad right!? I'll just syphon off its enchantment and turn it into points in my pool and it becomes a Masterwork Dwarven why did they make this? till I get back to town and replace what I took. That ok with you guys?"
Leave the item to be sold, once the Arcanist gets back to town and uses some of his own daily power to replace what he took.
This is not so easy an idea to balance. When you try to pin down the details on it, it becomes more problematic. Part of it is that AR points go up linearly with level. Magic item cost goes up geometrically. So with the current system, getting points at higher levels will be easy. Getting points at low levels will be hard.
It's also hard to come up with something that takes into account the variable worth it magic effects. My attempt was to have draining provide temporary points that could only be used on effects of the same or lower spell level as the item could produce.
That last part is important. Whether items are destroyed, or suppressed, there needs to be a threshold of item price to qualify for Arcanist exploits of increasing value, because the worth of a pool point increases, the higher level spell that can be affected. That's why greater metamagic rods cost more than lesser metamagic rods.
It would be trivially easy for any group to keep a bag of low-level items that they had no use for, to be used as power batteries by the arcanist. The result would be that the Arcanist may as well be assumed to start every day with a pool full to bursting, and eliminate the whole subsystem.Consume Item only has a meaningful cost, if the item being consumed was something the party intended to use.
Want to spend your resulting consumed pool point to alter a high-level spell? You have to drain (or suppress) an item that grants the effects of high-level spells.

Drachasor |
Hrothgar The Spirit Caller wrote:I'd like it better if instead of obliterating an item, the Arcanist just "drained it"
Syphon charges off something with charges, or suppress a magic item for X amount of time.
"Oh, we don't need this +2 Dwarven Urgosh! Cause those things are horribad right!? I'll just syphon off its enchantment and turn it into points in my pool and it becomes a Masterwork Dwarven why did they make this? till I get back to town and replace what I took. That ok with you guys?"
Leave the item to be sold, once the Arcanist gets back to town and uses some of his own daily power to replace what he took.Drachasor wrote:This is not so easy an idea to balance. When you try to pin down the details on it, it becomes more problematic. Part of it is that AR points go up linearly with level. Magic item cost goes up geometrically. So with the current system, getting points at higher levels will be easy. Getting points at low levels will be hard.
It's also hard to come up with something that takes into account the variable worth it magic effects. My attempt was to have draining provide temporary points that could only be used on effects of the same or lower spell level as the item could produce.
That last part is important. Whether items are destroyed, or suppressed, there needs to be a threshold of item price to qualify for Arcanist exploits of increasing value, because the worth of a pool point increases, the higher level spell that can be affected. That's why greater metamagic rods cost more than lesser metamagic rods.
It would be trivially easy for any group to keep a bag of low-level items that they had no use for, to be used as power batteries by the arcanist. The result would be that the Arcanist may as well be assumed to start every day with a pool full to bursting, and eliminate the whole subsystem.Consume Item only has a meaningful cost, if the item being consumed was something the party intended to use.
Want to spend your resulting consumed pool point to...
We must bear in mind that 1 point/day right now is set at 2k gp via Runestone (1st). And also let's remember that an Arcanist has a pool size of level*3, but their starting amount in a day never increases.
Honestly, I do rather feel that a Spell Point concept would probably suit the Arcanist better. Maybe put a limit on their highest level spells each day, but if casting cost AR points then the abilities would mesh together better. Of course, they'd have to start full AR points each day or at least a lot more. IMHO anyhow.

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I am in favor of a suppression mechanic. But it has to be something that costs to get the item back. Much like someone suggested earlier, you drain an item for your AR and that item becomes mundane, to be able to use (or even sell) the item later you essentially have to put the points back into the item. I also think you should be able to choose how much to pull out at a time. So instead of draining a wand for 5 charges worth at a time, maybe you are in a pinch with the a big baddie and need a boots to your AR, you should be able to pull more out, perhaps using a full-round action instead. Although to be honest, especially from an item with charges, the current consume ability should be a move action a most.

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2). Immediate action counterspells, effectively at will. I probably sound like a broken record, but that is incredibly strong. Arcanists will effectively dominate any caster vs. caster encounter if this makes it to play. Sometime later when I have time, I will tell the story of how our 18th level playtest went with our Arcanist vs. Karzoug in Rise of the Runelords.
Have been saying this like a broken record also. Even at 10th level this class will effectively shut another caster down. And to boot, the Arcanist can do this, no V/S/M.
It's long been known that encounters with lone BBEGs (especially caster BBEGs) vs a whole party are horribly one-sided, and over quickly, even when the BBEG is getting the chance to act.
When one member of the party can shut down the first spell they cast, without sacrificing their own offence or buffing their allies, that exacerbates their short lifespan.Of course, there should already be a veto on solo BBEG encounters, yet they keep appearing in printed adventures.
If there happens to be a story reason why the BBEG gets caught alone, then at least put a sidebar in the adventure that the encounter should be worth a max of 25% normal xp, or even 0xp.